there’s a real risk when you start to mix gameplay in with more serious aspects in life. People start to use the kind of motivational power that games have that people have a desire to use it for all kinds of things. Can we - if we can use games to get people excited about an entertainment experience can we similarly get them excited about going to school or doing better at work or buying more Pepsi Cola? You know there’s all kinds of things that people have a desire to, to use these mechanics for. And there are times and places where that can work very well. The, the thing that the world is learning is, “Hey game design is hard. It is not an easy thing to do.” The majority of games fail and most people, when they try a game once or twice they’re not interested in playing it more. It’s the rare game that people get excited about and continue to stick with and stay with. And then if you're going to add onto that these difficulties of, “Okay and we’re going to layer in an algebra curriculum on top of this,” or “We’re going to try and get people to eat more broccoli,” or something they might not be inclined to do. It gets much, much more difficult. Part of the deal with games is you can walk away at anytime. It’s not obligatory. You can just up and leave. And games that come across as inauthentic, when people feel - when they can see through it and say, “Wait a second this thing is just trying to manipulate me to do something I don’t really want to do.” That falls apart on you. And there’s all kinds of other psychology that falls apart as well. It seems intuitive that if I take something that I like doing and I add rewards structures onto it well that will make it better. But that’s often not the case. Often it actually makes it worse. There’s plenty of research showing that when you, when you give people praise, when you give people rewards for doing things, even things they like, that when you take their praise and the awards away at the end it means people will want to do that activity less. So, if you're thought is I’m going to use a system of game rewards as training wheels to get people used to doing algebra or used to drinking Pepsi and then once they’re in the habit then I won’t have to do these rewards any more, you may be shocked to find that in the end they’re less interested in doing algebra and less interested in drinking Pepsi than they were before you even began. And there’s a lot of subtlety. And this all comes down to the complex aspects of psychology that we don’t always fully understand yet. We’re learning more and more but it’s - so much of this is more art than science. It can be made to work but you have to be very, again just like all game design you have to be very patient, you have to be willing to do it wrong, and you have to watch and listen and understand what am I doing right, what am I doing wrong in order to get it to work in the long run.